qzdoom/wadsrc/static/mapinfo/chex.txt
Christoph Oelckers 72192397ad - added some initial configurability to statistics intermission screen:
* Font and color for map name can be set if it's not a titlepatch
 * 'Finished' and 'Entering' can be either patches or a printed text in all gamees now.
 * Font and color for 'finished' and 'entering' text can be set.
 * moved 'finished' and 'Now entering:' texts into string table.


SVN r2981 (trunk)
2010-11-06 09:28:17 +00:00

222 lines
4.1 KiB
Text

// MAPINFO for Chex Quest
include "mapinfo/common.txt"
gameinfo
{
titlepage = "TITLEPIC"
creditpage = "CREDIT", "HELP1"
titlemusic = "$MUSIC_INTRO"
titletime = 5
advisorytime = 0
pagetime = 5
chatsound = "misc/chat2"
finalemusic = "$MUSIC_VICTOR"
finaleflat = "FLOOR4_8"
finalepage = "CREDIT", "VICTORY2", "ENDPIC"
infopage = "HELP1", "CREDIT"
quitsound = "menu/quit1"
borderflat = "FLOOR7_2"
border = DoomBorder
telefogheight = 0
defkickback = 100
skyflatname = "F_SKY1"
translator = "xlat/doom.txt"
defaultbloodcolor = "3f 7d 39"
defaultbloodparticlecolor = "5f af 57"
backpacktype = "ZorchPack"
armoricons = "ARM1A0", 0.5, "ARM2A0"
statusbar = "sbarinfo/doom.txt"
intermissionmusic = "$MUSIC_INTER"
intermissioncounter = true
weaponslot = 1, "Bootspoon", "SuperBootspork"
weaponslot = 2, "MiniZorcher"
weaponslot = 3, "LargeZorcher", "SuperLargeZorcher"
weaponslot = 4, "RapidZorcher"
weaponslot = 5, "ZorchPropulsor"
weaponslot = 6, "PhasingZorcher"
weaponslot = 7, "LAZDevice"
dimcolor = "ff d7 00"
dimamount = 0.2
definventorymaxamount = 25
defaultrespawntime = 12
defaultdropstyle = 1
endoom = "ENDOOM"
player5start = 4001
drawreadthis = true
pickupcolor = "d6 ba 45"
quitmessages = "$QUITMSG", "$QUITMSG23", "$QUITMSG24", "$QUITMSG25", "$QUITMSG26", "$QUITMSG27", "$QUITMSG28", "$QUITMSG29"
menufontcolor_title = "GREEN"
menufontcolor_label = "UNTRANSLATED"
menufontcolor_value = "GRAY"
menufontcolor_action = "GRAY"
menufontcolor_header = "YELLOW"
menufontcolor_highlight = "BLUE"
menufontcolor_selection = "GOLD"
menubackbutton = "M_BACK_H"
playerclasses = "ChexPlayer"
pausesign = "M_PAUSE"
gibfactor = 1
cursorpic = "chexcurs"
textscreenx = 10
textscreeny = 10
defaultendsequence = "Inter_Pic1"
maparrow = "maparrows/arrow.txt", "maparrows/ddtarrow.txt"
statscreen_mapnamefont = "BigFont"
statscreen_finishedpatch = "WIF"
statscreen_enteringpatch = "WIENTER"
}
skill baby
{
AutoUseHealth
AmmoFactor = 2
DamageFactor = 0.5
EasyBossBrain
SpawnFilter = Baby
PicName = "M_JKILL"
Name = "$CSKILL_BABY"
Key = "i"
}
skill easy
{
EasyBossBrain
SpawnFilter = Easy
PicName = "M_ROUGH"
Name = "$CSKILL_EASY"
Key = "h"
}
skill normal
{
SpawnFilter = Normal
PicName = "M_HURT"
Name = "$CSKILL_NORMAL"
Key = "h"
}
skill hard
{
SpawnFilter = Hard
PicName = "M_ULTRA"
Name = "$CSKILL_HARD"
Key = "u"
}
skill nightmare
{
AmmoFactor = 2
FastMonsters
DisableCheats
RespawnTime = 12
SpawnFilter = Nightmare
PicName = "M_NMARE"
MustConfirm = "$CNIGHTMARE"
Name = "$CSKILL_NIGHTMARE"
Key = "n"
}
clearepisodes
episode e1m1
{
picname = "M_EPI1"
name = "Chex Quest"
key = "k"
}
defaultmap
{
sucktime = 1
}
map E1M1 lookup "CHUSTR_E1M1"
{
levelnum = 1
titlepatch = "WILV00"
next = "E1M2"
secretnext = "E1M9"
sky1 = "SKY1"
cluster = 1
par = 30
music = "$MUSIC_E1M1"
}
map E1M2 lookup "CHUSTR_E1M2"
{
levelnum = 2
titlepatch = "WILV01"
next = "E1M3"
secretnext = "E1M9"
sky1 = "SKY1"
cluster = 1
par = 75
music = "$MUSIC_E1M2"
}
map E1M3 lookup "CHUSTR_E1M3"
{
levelnum = 3
titlepatch = "WILV02"
next = "E1M4"
secretnext = "E1M9"
sky1 = "SKY1"
cluster = 1
par = 120
music = "$MUSIC_E1M3"
}
map E1M4 lookup "CHUSTR_E1M4"
{
levelnum = 4
titlepatch = "WILV03"
next = "E1M5"
secretnext = "E1M9"
sky1 = "SKY1"
cluster = 1
par = 90
music = "$MUSIC_E1M4"
}
map E1M5 lookup "CHUSTR_E1M5"
{
levelnum = 5
titlepatch = "WILV04"
next = "EndGame1"
secretnext = "E1M9"
sky1 = "SKY1"
cluster = 1
par = 165
music = "$MUSIC_E1M5"
}
// Clusters (correspond with same-numbered episode)
cluster 1
{
flat = "FLOOR4_8"
music = "$MUSIC_VICTOR"
exittext = lookup, "CE1TEXT"
}
cluster 2
{
flat = "SFLR6_1"
music = "$MUSIC_VICTOR"
exittext = lookup, "CE2TEXT"
}
cluster 3
{
flat = "MFLR8_4"
music = "$MUSIC_VICTOR"
exittext = lookup, "CE3TEXT"
}
cluster 4
{
flat = "MFLR8_3"
music = "$MUSIC_VICTOR"
exittext = lookup, "CE4TEXT"
}